Author Topic: REVISED FLYING RULES FROM CERULEAN MISTS  (Read 55272 times)

Offline T Prime

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REVISED FLYING RULES FROM CERULEAN MISTS
« on: September 23, 2005, 03:09:36 PM »
From the Pages of Cerulean Mists
Chapter- Rule Revisions

Flying Models

      Under the MV stat, a flying model will have its flight ability listed following a /, such as in the example below.
Example:    MV- 3/6:12
   The above example is read as follows.  The first number, in this case the 3 designates its earthbound movement.  The number 6 indicates its flying speed when airborne.  The number after the colon indicates the upper altitude that flyer may ascend to.
In addition to the standard rules, models with Flying also have the following rules:

Flying Unit Terminology

The following terms are used when describing actions and their effects in respect to Models with Flying.

•   Airborne: used to describe a model with flying that is currently in the air above the battlefield.
•   Earthbound: Used to describe a model with flying that is currently on the ground.
•   Take-Off: Used to describe a move action by a model with Flying to become Airborne.
•   Landing: Used to describe a move action by a model with Flying to become Earthbbound.
•   Altitude: Designates a model's current height above the ground while Airborne.
•   Ascend: Used to describe a move action by a model with Flying during which it increases its Altitude.
•   Descend: Used to describe a move action by a model with Flying in during which it decreases its Altitude.

ALTITUDE

Models that have the flying ability have an upper limit to how high they may ascend above the battlefield.  Some models can soar aloft at dizzying heights while others are only capable of skimming the surface.  An airborne model always travels with a marker next to it to represent its altitude.  An airborne model at 6" would therefore have the accompanying marker showing a 6. 

A Note on Altitude Markers.  We recommend using a spare d20 to show this altitude.

An airborne model may change Altitude by Ascending / Descending during a normal move action at no additional movement cost.  The MV of the flying model as explained below determines the rate of ascent or descent.

DEPLOYMENT

Models with flying may be deployed upon the battlefield in either Earthbound or Airborne status. The choice is up to the controlling player as per normal Deployment rules.  Should a player opt for Airborne deployment, they must make sure to select their starting altitude and place the appropriate marker next to the model.

While Airborne, a Model may benefit from performing Aim actions and may expend actions to attempt Spot Checks (unless otherwise noted of course).

The only way that a Flying Model may engage, or be engaged, in Close Combat is if it is either Earthbound, struck by another flying model or confronted with a model whose SZ or elevation places it on the same altitude level as the flyer.  Measuring the height the model is at and comparing it to the altitude of the flyer determine the elevation of a model.  If they height matches the altitude and the model can move into CC it may attack. 

Example:  An Ogre Deathseeker is on the third level of a shattered tower which has an Altitude of 12 (or is 12” up).  His troops are below him being assaulted by a Flying Dragonbane that is passing near him.  Should the Flying Dragonbane pass within 1” of the tower the Ogre may come off Wait (Countercharge) to strike at it physically. If that Ogre had a pole arm with an additional one inch reach, it could attack if the Dragonbane came within 2”. 

Alternately, ground based models may be able to swat at a careless flyer that has misjudged its reach.  Models may attempt to strike (CC) a flyer that is no more than 1/2 their SZ value above them.  Basically, a SZ 5 model may strike at a flying model who's Altitude is 7 (SZ 5 +2 (2.5 rounded down) = 7) or less with a close combat action.  Normal issues of LOS, terrain, etc applies.
   
LOS

While Earthbound, models with flying follow the same rules for LOS as all other models of its type. LOS must not be blocked by terrain obstructions or other flyers.

Flying Models and Command Distance

Some Flying Models are also grouped together into warbands, with a Warband Leader that acts in the same way as a ground based Warband Leader.

Airborne warbands must adhere to the same rules for Command Distance with one addition. Command Distance for flying warbands is 3 altitudes vertically and normal Command Distance horizontally.

MOVEMENT

Models that are Earthbound use the appropriate Movement rules for their type. While Airborne, there are some important rules regarding Movement that an airborne model must adhere to:

•   If an airborne Model comes into involuntary contact of a Terrain piece it crashes. This can happen should it be moved via spell or weather condition.
•   Damage is determined by adding the SZ of the model that crashed with the distance it moved when it crashed.
•   Assuming it is not killed, it should then make an LD test to determine f it falls to the ground. If it fails this LD test follow the rules for falling located on page 59 of the Core Rulebook.

If it succeeds no further action needs be taken.
•   When Airborne, a Model may ignore all Terrain penalties and may fly over all Terrain that are lower is lower in height than the Airborne Model’s current Altitude.
•   An Airborne model may accelerate (using the rules for running as found on page 58 of the Core Rulebook)

ASCENDING & DESCENDING

When a Flying Model wishes to change Altitude it may do so freely within a MV action.  The maximum amount of change is determined by taking 1/2 of the models airborne MV value. A model may never Ascend and Descend in the same move action.

Example: A Drone has an airborne MV of 6.  This means that each MV action a Drone spends while airborne; it may ascend or descend up to 3 Altitudes.


RANGED COMBAT

Flying targets are very difficult to hit with ranged fire. Flight speed, angle of trajectory and wind shear all play a part.

Range and Airborne Models

Whenever a model needs to target an airborne model, just measure the distance from the target to the firing model and add the number on the Altitude marker.  Likewise, an airborne model uses this formula to measure the range for its attacks against Earthbound models.

<<<<<diagram>>>>>>

An Airborne model attempting to shoot at another Airborne model can calculate the range to its target by first measuring the distance between models and adding the differences in their altitude.

<<<<<diagram>>>>>>

MORALE

Airborne models obey all rules for Morale as would Earthbound warbands.

ALTITUDE & TERRAIN

   Players will need to determine what Altitude unusually tall pieces of terrain fall into.  For example, the top of a hill may be 7” off the table and would hence be Altitude 7.  If your terrain includes a mountain or tower with many levels, each level may fall into a different Altitude.  To determine height, calculate it by measuring the physical height in inches of the terrain piece, using that as the altitude.

Revised Flying Movements

   As we have removed height bands and introduced new concepts to making flying models more flexible to use, we have corrected the MV stats of models with flying found in the Chronopia core rule book. The following list amends the MV stats of models with Flying found in the Chronopia core rule book.

•   Demon Wings- P. 164         MV-1/6:12
•   Soul Flayer- P. 170         MV-3/5:14
•   Darkwings- P. 172         MV-0/6:06
•   Demon of Twilight- P. 176      MV-2/5:08
•   Greater Demon of Twilight-P. 177   MV-2/6:12
•   Giant Skeleton- P. 180      MV-1/3:03
•   Vulture Totem- P. 199      MV-3/6:14
•   Flying Dragonbane- P. 234      MV-2/7:18
•   Daughter of the Phoenix- P. 252   MV-3/12:08
•   Fire Elemental- P. 253      MV-2/4:04
•   Warhawks- P. 296         MV-1/5:15
•   Ophidian- P. 324         MV-2/5:14
•   Drones- P. 344         MV-1/6:08
•   Gourd Spirit- P. 351         MV-3/4:03

CHARGING & POWER DIVES

When a model moves into close combat with another model it must follow all the normal rules for charging with the following exceptions:
1)   An airborne model attacking another airborne model may do so as per the normal charging rules.  See page 66 of the Chronopia Core Rulebook.

2)   An airborne model charging an Earthbound model gains an additional bonus of +2 DAM on top of the standard damage modifier. This reflects the extra force from the attacker's momentum. This bonus does not apply if the two models are already engaged in close combat..

SWOOPING ATTACKS

Some models prefer the option of making less committed attacks and instead of engaging an enemy in a drawn-out conflict. They will instead prefer to attack an opponent(s) in passing. We refer to this as a swooping attack, or a “fly by”.

•   The player declares a swooping attack and moves the attacking model. At the point the attacker touches the first model it makes a CC attack. This CC attack is made at a penalty of -4 on top of any other modifiers. Whether the model successfully hits or not, it continues its move. Normal charge bonuses do not apply for swooping attacks.
•   The model(s) attacked may use a Wait action to Dive for Cover or Brace (swooping down on a spear can get you skewered).
•   The damage from a swooping attack is reduced by 2 as well. A model that makes a swooping attack must move at least 1 inch before contact with its intended target.
 All models with flying may use swooping attacks. These types of attacks do not apply to riders however who must hold on.[/color]
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Offline Firstborn

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Re: REVISED FLYING RULES FROM CERULEAN MISTS
« Reply #1 on: September 23, 2005, 06:06:18 PM »
Hello Thom,

Thanks for posting this, it is very helpfull.

There are two things that I need to have clarified:


Swoop Attacks:
"The model(s) attacked may use a Wait action to Dive for Cover or Brace (swooping down on a spear can get you skewered)."

Can a model on wait countercharge? It would make sense that if a unit(s) is on wait, it would be able to assault the flyer as it passes by with a swoop attack. If it can not, the flyer could just make continuous swoop attacks without fear of retaliation. Could you clarify this?



Soul Flayer Balefire Template Attack:

With these new rules, how will the Soul Flayer Balefire Template Attack work? Do you simply substract the models altitude as inches off the template? Where do you have to measure the template from? I could see some abuse if players simply measure the template from the base of the Soulflayer and point it straight down.

The real un-balance with this would be if the Soul Flayer could fly over the board, using Balefire on your non-polearm close combat troops, and wipe them all out without fear of retaliation.

Could you please clarify this?


Thanks!
« Last Edit: September 23, 2005, 06:09:10 PM by Firstborn »
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Offline T Prime

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Re: REVISED FLYING RULES FROM CERULEAN MISTS
« Reply #2 on: September 23, 2005, 09:14:33 PM »
Quote
Swoop Attacks:

"The model(s) attacked may use a Wait action to Dive for Cover or Brace (swooping down on a spear can get you skewered)."

Can a model on wait countercharge? It would make sense that if a unit(s) is on wait, it would be able to assault the flyer as it passes by with a swoop attack. If it can not, the flyer could just make continuous swoop attacks without fear of retaliation. Could you clarify this?

Swoop attacks are less effective (no charge bonuses, to hit penalties, and damage reductions) than any normal arial attack. They are harrassing attacks at best. Flyers with multiple attacks only get to use their main one. Swoops are fast and erratic and countercharging is not able to be used against it by the model being attacked. Models that are within the distance to intercept may attempt to come off Wait and countercharge as usual. It is a tactic, you must choose what flyer exploits it best. Hope that helped.

You're other question I answered in the thread you put it. You may wish to confine questions about these revisions to this thread however. Collective you of course. :)


« Last Edit: September 27, 2005, 05:29:08 PM by E Prime »
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deurbroucq

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Re: REVISED FLYING RULES FROM CERULEAN MISTS
« Reply #3 on: September 24, 2005, 04:16:37 AM »
Hello Thom!

Please let me know if I understand the new rules:

1)  Flying is now indicated on the board in inches.  The inches indicate the bottom of the model.

2)  In order to engage a flyer, the size of the model must match the flying height of the flyer.  So a size 2 model may charge/countercharge any flyer at 2", or 3" if they have a reach weapon.

3) If 1 plus 1/2 the size of the model match the flying height of the flyer (round down), then the model may swat at the flyer as a CC, but they are not engaged.  So a size 2 model may swat at a flyer at 3", 4" if they have a reach weapon.  However, no charge bonus since it's not an engagement, just a swat.  And the flyer can still move around at that height without engagement restrictions.  In my mind, I'm visualizing someone jumping up and swinging their sword.

4)  To measure bale fire during flight, subtract the flying height of the Soul Flayer from the template.  The rest of the template is used to measure the affected area.

Thanks!
deurbroucq  ;D

Offline joshuaslater

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Re: REVISED FLYING RULES FROM CERULEAN MISTS
« Reply #4 on: September 24, 2005, 04:50:45 AM »
Nice to see the mists startin' to congeal. 
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Offline Firstborn

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Re: REVISED FLYING RULES FROM CERULEAN MISTS
« Reply #5 on: September 24, 2005, 07:35:52 AM »
Just for everyone's info, this is Thom's detailed Balefire explanation. Thanks Thom! This is awesome and exactly what we needed!!

Quote
With these new rules, how will the Soul Flayer Balefire Template Attack work? Do you simply substract the models altitude as inches off the template? Where do you have to measure the template from? I could see some abuse if players simply measure the template from the base of the Soulflayer and point it straight down.

The balefire attack template (or any template weapon for that matter) does not generally work as effectively against ground-based targets as it does when they too are ground-based. Let's look at how.

Assume a SF is flying six inches above the table. If she were to attack at an opponent directly below her the template would hit however the area of affect is the width of the templates far end only. The cone aspect doesn't come into play.

If the targets were forward of the SF, you would measure the distance to the targets and add the altitude (in this case 6"). Let's assume the template is 7" long. If the opponents are four inches in front of the SF she could not breathe on them. (4" + 6"=10 inches actual).

Using this method the SF can only affect soldiers on the ground if they are up to 1" forward of her position. As the template is narrow chances are only one soldier will be affected.

Let's further this example. If she were only 3" in the air, she could hit models up to 4" away. How many models are affected? Measure the template.

If a warband is one inch in front of a flying SF at altitude 3, that would mean the models under the template would be under the final three inches of the template (7" template- 4" distance (3"altitude+1" lateral) leaves 3" of template. It's fairly simple and quite intuitive. In the end, a template attack works best when used against a target(s) in the same plane, be it ground-based or airborne. 

As for where the measuring occurs, it is determined by the edge of the models base.



Quote
The real un-balance with this would be if the Soul Flayer could fly over the board, using Balefire on your non-polearm close combat troops, and wipe them all out without fear of retaliation.

If you do the math, the affectiveness of a balefire fly-by is not very affective at all as to get the maximum affect from the template it would need to be low enough to be counter attacked.
« Last Edit: September 24, 2005, 07:47:06 AM by Firstborn »
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Offline Firstborn

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Re: REVISED FLYING RULES FROM CERULEAN MISTS
« Reply #6 on: September 24, 2005, 07:40:53 AM »
Thom,

One more point of clarification on the Swoop Attack:

"Models that are within the distance to intercept may attempt to come off Wait and o*****ercharge as usual."

If the model being attacked is on wait, it could intercept and countercharge as normal, correct? It just can't make a normal counter charge attack and engage in close combat, as the flyer has already passed by. This would make sense as the model is standing ready, and is going to make one desperate swing as the flyer erraticaly swoops by.
Is this the correct way to interpret the rule?


Thanks!
« Last Edit: September 24, 2005, 07:52:01 AM by Firstborn »
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Offline joshuaslater

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Re: REVISED FLYING RULES FROM CERULEAN MISTS
« Reply #7 on: September 24, 2005, 07:41:35 AM »
Streamlinin', simplifyin' and clarifyin'.  
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Offline Stygian Warrior

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Re: REVISED FLYING RULES FROM CERULEAN MISTS
« Reply #8 on: September 25, 2005, 05:32:34 AM »
This is why EE is so much better than some other companies they don;t leave in the wind when you need rule clarifications. To the day Chronopia rules the battle boards. ;D
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Offline Steel Rabbit

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Re: REVISED FLYING RULES FROM CERULEAN MISTS
« Reply #9 on: September 25, 2005, 10:41:46 AM »
Quote
o*****ercharge

Sorry?

Offline Southpaw

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Re: REVISED FLYING RULES FROM CERULEAN MISTS
« Reply #10 on: September 25, 2005, 01:54:14 PM »
Mmm...me like-ey very much....

Love the new flyer rules....
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Offline joshuaslater

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Re: REVISED FLYING RULES FROM CERULEAN MISTS
« Reply #11 on: September 26, 2005, 06:23:21 AM »
o***** --proofreading, m'boy, proofreading.
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Offline Steel Rabbit

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Re: REVISED FLYING RULES FROM CERULEAN MISTS
« Reply #12 on: September 26, 2005, 09:45:36 AM »
I'm sorry, I may be daft, but I still don't get it. Does it have to do with something we're not meant to see until the book comes out?

Offline Coki

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Re: REVISED FLYING RULES FROM CERULEAN MISTS
« Reply #13 on: September 26, 2005, 11:04:12 AM »

•   Fire Elemental- P. 253      MV-2/4:04


Right? Not MW-3/4:04 ?

Coki

Offline joshuaslater

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Re: REVISED FLYING RULES FROM CERULEAN MISTS
« Reply #14 on: September 26, 2005, 11:08:51 AM »
@ Steel Rabbit-- you're by no means daft.  My money is on it being a BAD typographical error, the kind that should not appear in the final mix.  Of course, Thom is wily, but in this case I think it was just a glitch.
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